A very confusing Mungelog
Posted: Sat Nov 07, 2009 8:54 am
by Par3210
Hey, Can someone help? Both of my modes have problems. My conquest has no CPs in it for some reason, and assault is crashing.
BF2Logs:
Conquest
Assault
Luas:
Conquest
Assault
Thanks, please help me!
BF2Logs:
Conquest
Hidden/Spoiler:
Opened logfile BFront2.log 2009-11-07 1250
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Cannot find side\rvs.lvl. Skipping BRO's extra KotOR missions
Found ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Adding BRO's extra Dark Times missions
Tatooine: Tuskencamp - Cannot find rvs.lvl - Skipping KotOR era and modes
Tatooine: Tuskencamp - Found 212.lvl - Adding BFX era and mode
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: [Nil]
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Cannot find side\rvs.lvl. Skipping BRO's extra KotOR missions
Found ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Adding BRO's extra Dark Times missions
Tatooine: Tuskencamp - Cannot find rvs.lvl - Skipping KotOR era and modes
Tatooine: Tuskencamp - Found 212.lvl - Adding BFX era and mode
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: [Nil]
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
Hidden/Spoiler:
Opened logfile BFront2.log 2009-11-07 1253
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Cannot find side\rvs.lvl. Skipping BRO's extra KotOR missions
Found ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Adding BRO's extra Dark Times missions
Tatooine: Tuskencamp - Cannot find rvs.lvl - Skipping KotOR era and modes
Tatooine: Tuskencamp - Found 212.lvl - Adding BFX era and mode
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: [Nil]
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode6
cur_button = nil
this.CurButton = nil
cur_button = nil
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 03D011CC
The key, value is: change table: 03D011EC
The key, value is: era_g 1
The key, value is: mode_eli_g 1
The key, value is: isModLevel 1
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: AMC<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 03D0672C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_g Era = era_g subst = g
Adding map: AMCg_eli idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2e48181b)!
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2044)
Weapon "com_weap_inf_thermaldetonator" missing geometry "all_1st_weap_inf_thermaldetonator"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "com_weap_inf_thermaldetonator" missing high res geometry "all_1st_weap_inf_thermaldetonator"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\OrdnanceBullet.cpp(583)
Ordnance bullet "com_weap_inf_thermaldetonator_o" missing geometry "all_1st_weap_inf_thermaldetonator"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Ordnance.cpp(578)
Ordnance "com_weap_inf_thermaldetonator_o" missing trail effect "com_sfx_grenadeblink_red"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Explosion.cpp(323)
Explosion "com_weap_inf_thermaldetonator_e" missing effect "cmm_sfx_explosion_lg"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier sth_inf_sithtrooper has geometry collision
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (a2a4d3c3)!
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier sth_inf_sithtrooper2 has geometry collision
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier sth_inf_sithtrooper has geometry collision
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier sth_inf_sithtrooper2 has geometry collision
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier sth_inf_sithtrooper has geometry collision
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\fal.lvl
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2044)
Weapon "rep_weap_inf_chaingun" missing geometry "rep_weap_inf_chaingun"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Explosion.cpp(323)
Explosion "com_weap_inf_detpack_exp" missing effect "com_timebomb_exp_con"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "rep_inf_ep2_rifleman" missing geometry "rep_inf_trooper"
shell_interface: Entered
shell_interface: gPlatformStr, gOnlineServiceStr, gLangStr, gLangEnum: PC GameSpy english 0
ifs_era_handler - Entered
ifs_era_handler - Exited
shell_interface: No custom_gc_0.lvl
shell_interface: No custom_gc_1.lvl
shell_interface: No custom_gc_2.lvl
shell_interface: No custom_gc_3.lvl
shell_interface: No custom_gc_4.lvl
shell_interface: No custom_gc_5.lvl
shell_interface: No custom_gc_6.lvl
shell_interface: No custom_gc_7.lvl
shell_interface: No custom_gc_8.lvl
shell_interface: No custom_gc_9.lvl
shell_interface: No custom_gc_10.lvl
custom_EraButtonList(): Finished building era button table Known eras buttons: 28
custom_GetGMapEras(): Finished building era table Known eras: 28
custom_GetGMapModes(): Finished building game mode table Known Modes: 39
custom_GetMPGameModeList(): Finished building game mode list table List Length: 40
custom_SetMovieLocation()
custom_GetGCButtonList()
custom_SetMovieLocation()
custom_GetFreeformBattleModeList(): Finished building freeform battle mode list Known Modes: 39
ingame stream movies\crawl.mvs
shell_interface: Opening movie: movies\shell.mvs
shell_interface: Leaving
Mission Checker: Entered addme
Mission Checker: addme: Now listening in on AddDownloadableContent() calls
Mission Checker: Exited addme
Cannot find side\rvs.lvl. Skipping BRO's extra KotOR missions
Found ..\..\addon\BDT\data\_LVL_PC\SIDE\dark.lvl. Adding BRO's extra Dark Times missions
Tatooine: Tuskencamp - Cannot find rvs.lvl - Skipping KotOR era and modes
Tatooine: Tuskencamp - Found 212.lvl - Adding BFX era and mode
prev = none iLastPage = nil
prev = texture iLastPage = 1
prev = texture iLastPage = 2
prev = texture iLastPage = 3
ifs_legal.Exit
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\GameMovie.cpp(399)
Unable to find open movie segment shell_main
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadFileList
ifs_saveop_DoOps LoadProfile
ifs_saveop_DoOps LoadProfile
ifs_sp_campaign: Input_Accept(): Entered: [Nil]
ifs_sp_campaign: Input_Accept(): Entered: _tab_instant
missionlist_ExpandMapList()
ifs_missionselect_pcMulti_fnSetMapPreview(): Defaulting index to 1
this.CurButton = check_mode6
cur_button = nil
this.CurButton = nil
cur_button = nil
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
Checkbox for check_era7 clicked
this.CurButton = check_era7
cur_button = nil
custom_AddMapNew()
custom_printTable(): table: 03D011CC
The key, value is: change table: 03D011EC
The key, value is: era_g 1
The key, value is: mode_eli_g 1
The key, value is: isModLevel 1
The key, value is: mode_con_g 1
The key, value is: bSelected 1
The key is mapluafile, the formated value is: AMC<A>_<B>
custom_printTable(): Returning
custom_printTable(): table: 03D0672C
The key, value is: key mode_con
The key, value is: subst con
The key, value is: showstr modename.name.con
The key, value is: descstr modename.description.con
The key, value is: icon mode_icon_con
custom_printTable(): Returning
gMapEras.key = era_g Era = era_g subst = g
Adding map: AMCg_eli idx: 1
this.CurButton = _map_add
cur_button = nil
this.CurButton = Launch
cur_button = nil
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture hud_target_hint_offscreen
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\HUDElementBitmap.cpp(380)
HUD BitmapElement unable to find texture btn_directional_pad_LR
game_interface: Entered
utility_functions2: Listening on AddUnitClass() calls
utility_functions2: Listening on SetHeroClass() calls
utility_functions2: Listening on ReadDataFile() calls
game_interface: Reading in custom strings
game_interface: No user_script_0.lvl
game_interface: No user_script_1.lvl
game_interface: No user_script_2.lvl
game_interface: No user_script_3.lvl
game_interface: No user_script_4.lvl
game_interface: No user_script_5.lvl
game_interface: No user_script_6.lvl
game_interface: No user_script_7.lvl
game_interface: No user_script_8.lvl
game_interface: No user_script_9.lvl
game_interface: No user_script_10.lvl
ifs_sideselect_fnBuildScreen()
game_interface: Exited
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (87abf4c1)!
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (2e48181b)!
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (all1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (d6c288e8)!
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (6616778a)!
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (ef255e37)!
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (c3a9860f)!
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2044)
Weapon "com_weap_inf_thermaldetonator" missing geometry "all_1st_weap_inf_thermaldetonator"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2076)
Weapon "com_weap_inf_thermaldetonator" missing high res geometry "all_1st_weap_inf_thermaldetonator"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\OrdnanceBullet.cpp(583)
Ordnance bullet "com_weap_inf_thermaldetonator_o" missing geometry "all_1st_weap_inf_thermaldetonator"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Ordnance.cpp(578)
Ordnance "com_weap_inf_thermaldetonator_o" missing trail effect "com_sfx_grenadeblink_red"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Explosion.cpp(323)
Explosion "com_weap_inf_thermaldetonator_e" missing effect "cmm_sfx_explosion_lg"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier sth_inf_sithtrooper has geometry collision
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\FLEffect.cpp(214)
FLEffect::Read: duplicate effect class name (a2a4d3c3)!
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier sth_inf_sithtrooper2 has geometry collision
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier sth_inf_sithtrooper has geometry collision
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier sth_inf_sithtrooper2 has geometry collision
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\EntitySoldier.cpp(10471)
Soldier sth_inf_sithtrooper has geometry collision
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\LuaCallbacks_Mission.cpp(866)
Lua ReadDataFile: Could not open dc:SIDE\fal.lvl
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_hostile_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_bacta_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_mechanic_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_ammo_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_transport_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_backup_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_clear_area_inVehicle): unknown modifier "InVehicle"
Message Severity: 2
C:\Battlefront2\main\Battlefront2\Source\VOHelper.cpp(183)
VOSound (rep1_inf_pc_com_defend_inVehicle): unknown modifier "InVehicle"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Weapon.cpp(2044)
Weapon "rep_weap_inf_chaingun" missing geometry "rep_weap_inf_chaingun"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\Explosion.cpp(323)
Explosion "com_weap_inf_detpack_exp" missing effect "com_timebomb_exp_con"
Message Severity: 3
C:\Battlefront2\main\Battlefront2\Source\EntityGeometry.cpp(619)
Entity "rep_inf_ep2_rifleman" missing geometry "rep_inf_trooper"
Luas:
Conquest
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)
SetMemoryPoolSize ("SoldierAnimation",2000)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\rvs.lvl",
"rvs_inf_rbasic",
"rvs_inf_sbasic",
"rvs_inf_rheavy",
"rvs_inf_sheavy",
"rvs_inf_rmelee",
"rvs_inf_smelee",
"rvs_inf_rsupport",
"rvs_inf_ssupport",
"rvs_inf_rstealth",
"rvs_inf_sstealth",
"kor_knight_02",
"kor_inf_K")
ReadDataFile("dc:SIDE\\cis.lvl",
"bane_inf_bane")
ReadDataFile("dc:SIDE\\sit.lvl",
"jed_master_02",
"jed_knight_02")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")
SetupTeams{
hero = {
team = ALL,
units = 12,
reinforcements = -1,
soldier = { "rvs_inf_rbasic",1,2},
assault = { "rvs_inf_rheavy",1,2},
engineer = { "rvs_inf_rmelee",1,2},
officer = { "rvs_inf_rsupport",1,2},
special = { "rvs_inf_rstealth",1,2},
},
}
SetupTeams{
villain = {
team = IMP,
units = 12,
reinforcements = -1,
soldier = { "rvs_inf_sbasic",1,2},
assault = { "rvs_inf_sheavy",1,2},
engineer = { "rvs_inf_smelee",1,2},
officer = { "rvs_inf_ssupport",1,2},
special = { "rvs_inf_sstealth",1,2},
},
}
AddUnitClass(IMP, "jed_master_02",1,2)
AddUnitClass(ALL,"jed_knight_02",1,2)
SetHeroClass(IMP, "kor_inf_K")
SetHeroClass(IMP, "bane_inf_bane")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:AMC\\AMC.lvl", "AMC_conquest")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)
SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("ObjectiveConquest")
-- Empire Attacking (attacker is always #1)
local ALL = 2
local IMP = 1
-- These variables do not change
local ATT = 1
local DEF = 2
function ScriptPostLoad()
--This defines the CPs. These need to happen first
cp1 = CommandPost:New{name = "cp1"}
cp2 = CommandPost:New{name = "cp2"}
cp3 = CommandPost:New{name = "cp3"}
cp4 = CommandPost:New{name = "cp4"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp1)
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp3)
conquest:AddCommandPost(cp4)
conquest:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- FUNCTION: ScriptInit
-- PURPOSE: This function is only run once
-- INPUT:
-- OUTPUT:
-- NOTES: The name, 'ScriptInit' is a chosen convention, and each
-- mission script must contain a version of this function, as
-- it is called from C to start the mission.
---------------------------------------------------------------------------
function ScriptInit()
ReadDataFile("ingame.lvl")
SetMaxFlyHeight(40)
SetMaxPlayerFlyHeight(40)
SetMemoryPoolSize ("SoldierAnimation",2000)
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",50) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",650) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",650) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",550) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",6000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",100) -- should be ~1x #combo
ReadDataFile("sound\\tat.lvl;tat2gcw")
ReadDataFile("dc:SIDE\\rvs.lvl",
"rvs_inf_rbasic",
"rvs_inf_sbasic",
"rvs_inf_rheavy",
"rvs_inf_sheavy",
"rvs_inf_rmelee",
"rvs_inf_smelee",
"rvs_inf_rsupport",
"rvs_inf_ssupport",
"rvs_inf_rstealth",
"rvs_inf_sstealth",
"kor_knight_02",
"kor_inf_K")
ReadDataFile("dc:SIDE\\cis.lvl",
"bane_inf_bane")
ReadDataFile("dc:SIDE\\sit.lvl",
"jed_master_02",
"jed_knight_02")
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_tat_barge",
"tur_bldg_laser")
SetupTeams{
hero = {
team = ALL,
units = 12,
reinforcements = -1,
soldier = { "rvs_inf_rbasic",1,2},
assault = { "rvs_inf_rheavy",1,2},
engineer = { "rvs_inf_rmelee",1,2},
officer = { "rvs_inf_rsupport",1,2},
special = { "rvs_inf_rstealth",1,2},
},
}
SetupTeams{
villain = {
team = IMP,
units = 12,
reinforcements = -1,
soldier = { "rvs_inf_sbasic",1,2},
assault = { "rvs_inf_sheavy",1,2},
engineer = { "rvs_inf_smelee",1,2},
officer = { "rvs_inf_ssupport",1,2},
special = { "rvs_inf_sstealth",1,2},
},
}
AddUnitClass(IMP, "jed_master_02",1,2)
AddUnitClass(ALL,"jed_knight_02",1,2)
SetHeroClass(IMP, "kor_inf_K")
SetHeroClass(IMP, "bane_inf_bane")
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 1024
SetMemoryPoolSize("Aimer", 75)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 1024)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth", 32)
SetMemoryPoolSize("EntityFlyer", 32)
SetMemoryPoolSize("EntityHover", 32)
SetMemoryPoolSize("EntityLight", 200)
SetMemoryPoolSize("EntitySoundStream", 4)
SetMemoryPoolSize("EntitySoundStatic", 32)
SetMemoryPoolSize("MountedTurret", 32)
SetMemoryPoolSize("Navigator", 128)
SetMemoryPoolSize("Obstacle", 1024)
SetMemoryPoolSize("PathNode", 1024)
SetMemoryPoolSize("SoundSpaceRegion", 64)
SetMemoryPoolSize("TreeGridStack", 1024)
SetMemoryPoolSize("UnitAgent", 128)
SetMemoryPoolSize("UnitController", 128)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:AMC\\AMC.lvl", "AMC_conquest")
SetDenseEnvironment("false")
-- Sound Stats
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "des_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(2, "Allleaving")
SetOutOfBoundsVoiceOver(1, "Impleaving")
SetAmbientMusic(ALL, 1.0, "all_tat_amb_start", 0,1)
SetAmbientMusic(ALL, 0.8, "all_tat_amb_middle", 1,1)
SetAmbientMusic(ALL, 0.2, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "imp_tat_amb_start", 0,1)
SetAmbientMusic(IMP, 0.8, "imp_tat_amb_middle", 1,1)
SetAmbientMusic(IMP, 0.2, "imp_tat_amb_end", 2,1)
SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
Assault
Hidden/Spoiler:
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_SetGameRules("Campaign")
--ADD THIS AFTER THE ScriptCB_DoFile SECTION
count = 0
--END
---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, false)
EnableSPScriptedHeroes()
ScriptCB_SetGameRules("campaign")
onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)
end
end)
--objective :goto the cantina
Objective1 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.AMC.campaign.objectives.1popup", popupText = "level.AMC.campaign.objectives.1",
regionName = "cantinaregion", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective1:AddHint("level.AMC.hints.movement")
Objective1:AddHint("level.AMC.hints.obj_markers")
Objective1:AddHint("level.AMC.hints.review_objectives")
Objective1:AddHint("level.AMC.hints.sprint")
Objective1.OnStart = function(self)
att_obj1_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective1.OnComplete = function(self)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective: assault on the republic soldiers
Objective2= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.AMC.campaign.objectives.2popup", popupText = "level.AMC.campaign.objectives.2"}
Dclass = TargetType:New{classname = "rvs_inf_rbasic", killLimit = 5}
Objective2:AddTarget(Dclass)
Objective2.OnStart = function(self)
Objective2.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "rvs_inf_rbasic")
Objective2.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "rvs_inf_rbasic")
end
Objective2.OnComplete = function(self)
DeleteAIGoal(Objective2.Dclass_cpGoal1)
DeleteAIGoal(Objective2.Dclass_cpGoal2)
end
--objective :goto groshik again for task
Objective3 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.ABC.campaign.objectives.3popup", popupText = "level.AMC.campaign.objectives.3",
regionName = "cantinaregion", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective3:AddHint("level.geo1.hints.movement")
Objective3:AddHint("level.geo1.hints.obj_markers")
Objective3:AddHint("level.geo1.hints.review_objectives")
Objective3:AddHint("level.geo1.hints.sprint")
Objective3.OnStart = function(self)
att_obj3_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj3_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("tat2_bldg_cantina", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)
end
Objective3.OnComplete = function(self)
DeleteAIGoal(att_obj3_aigoal)
DeleteAIGoal(def_obj3_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("tat2_bldg_cantina")
end
--objective :goto speak to Neimoidian groshik
Objective4 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "'level.ABC.campaign.objectives.4popup", popupText = "level.ABC.campaign.objectives.4",
regionName = "groshik", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective4:AddHint("level.AMC.hints.movement")
Objective4:AddHint("level.AMC.hints.obj_markers")
Objective4:AddHint("level.AMC.hints.review_objectives")
Objective4:AddHint("level.AMC.hints.sprint")
Objective4.OnStart = function(self)
att_obj4_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj4_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective4.OnComplete = function(self)
DeleteAIGoal(att_obj4_aigoal)
DeleteAIGoal(def_obj4_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective: assault, kill the bloody jedi
Objective5= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.ABC.campaign.objectives.5popup", popupText = "level.ABC.campaign.objectives.5"}
Dclass = TargetType:New{classname = "jed_master_02", killLimit = 1}
Objective5:AddTarget(Dclass)
Objective5.OnStart = function(self)
Objective5.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "jed_master_02")
Objective5.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "jed_master_02")
end
Objective5.OnComplete = function(self)
DeleteAIGoal(Objective5.Dclass_cpGoal1)
DeleteAIGoal(Objective5.Dclass_cpGoal2)
end
--objective :goto back to the Neimoidian groshik for some transport out of this hell hole
Objective6 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.ABC.campaign.objectives.6popup", popupText = "level.ABC.campaign.objectives.6 ",
regionName = "groshik", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective6:AddHint("level.AMC.hints.movement")
Objective6:AddHint("level.AMC.hints.obj_markers")
Objective6:AddHint("level.AMC.hints.review_objectives")
Objective6:AddHint("level.AMC.hints.sprint")
Objective6.OnStart = function(self)
att_obj6_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj6_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective6.OnComplete = function(self)
DeleteAIGoal(att_obj6_aigoal)
DeleteAIGoal(def_obj6_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective :goto last place, the docking bay
Objective7 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.ABC.campaign.objectives.7popup", popupText = "level.ABC.campaign.objectives.7",
regionName = "leaveregion", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective7:AddHint("level.AMC.hints.movement")
Objective7:AddHint("level.AMC.hints.obj_markers")
Objective7:AddHint("level.AMC.hints.review_objectives")
Objective7:AddHint("level.AMC.hints.sprint")
Objective7.OnStart = function(self)
att_obj7_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj7_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("tat2_bldg_dockingbay_01", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)
end
Objective7.OnComplete = function(self)
DeleteAIGoal(att_obj7_aigoal)
DeleteAIGoal(def_obj7_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("tat2_bldg_dockingbay_01")
end
function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 2)
StartTimer(beginobjectivestimer)
end
function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 2}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:Start()
end
--This defines the CPs. These need to happen first
cp2 = CommandPost:New{name = "cp2"}
cp4 = CommandPost:New{name = "cp4"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
-- ADD THIS IN THE ScriptPostLoad SECTION
OnObjectDamage(
function(object, damager)
if GetObjectHealth(object) > 900000 then return end
if GetObjectLastHitWeaponClass(object) == "com_weap_inf_stasis" then
FreezeFor(object,2)
end
end
)
--END
SetClassProperty ("bane_inf_bane","MaxHealth",8000)
SetClassProperty ("all_inf_recon_twilek", "PointsToUnlock", 0)
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp4)
--ADD THIS AFTER THE ScriptPostLoad SECTION
function FreezeFor(object, timercount)
--Freeze
print("--Freeze")
count = count + 1
health = GetObjectHealth(object)
SetProperty(object, "CurHealth", 1000000)
DeactivateObject(object)
-- Wait for timercount
print("-- Wait for timercount")
CreateTimer("timer" .. count)
SetTimerValue("timer" .. count, timercount)
StartTimer("timer" .. count)
OnTimerElapse(
function(timer)
--Unfreeze
print("--Unfreeze")
ActivateObject(object)
SetProperty(object, "CurHealth", (GetObjectHealth(object) - 1000000) + health)
end,
"timer" .. count
)
DestroyTimer("timer" .. count)
end
--END
conquest:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
SetMemoryPoolSize ("SoldierAnimation",1700) -- should be number in log x 1.5 rounded to the nearest hundred.
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo
ReadDataFile("ingame.lvl")
ForceHumansOntoTeam1()
SetMaxFlyHeight(100)
SetMaxPlayerFlyHeight(100)
ReadDataFile("sound\\dea.lvl;dea1gcw")
ReadDataFile("SIDE\\BFX\\all.lvl",
"all_inf_recon_twilek")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_master_02",
"jed_knight_03")
ReadDataFile("dc:SIDE\\rvs.lvl",
"rvs_inf_rbasic",
"rvs_inf_sbasic",
"rvs_inf_rheavy",
"rvs_inf_sheavy",
"rvs_inf_rmelee",
"rvs_inf_smelee",
"rvs_inf_rsupport",
"rvs_inf_ssupport",
"rvs_inf_rstealth",
"rvs_inf_sstealth",
"kor_knight_02",
"kor_inf_K")
ReadDataFile("dc:SIDE\\fal.lvl",
"rep_fly_ebonhawk")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman")
ReadDataFile("dc:SIDE\\cis.lvl",
"bane_inf_bane")
--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]
--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")
SetupTeams{
hero = {
team = ALL,
units = 2,
reinforcements = 5,
soldier = { "bane_inf_bane",1,2},
},
}
SetupTeams{
villain = {
team = IMP,
units = 30,
reinforcements = -1,
soldier = { "rvs_inf_rbasic",5,6},
assault = { "rvs_inf_rheavy",5,6},
engineer= { "rvs_inf_rmelee",2,3},
sniper = { "rvs_inf_rsupport",3,5},
officer = { "rvs_inf_rstealth",1,2},
},
}
AddUnitClass(IMP, "jed_knight_03",30,51)
AddUnitClass(IMP, "rep_inf_ep2_rifleman",1,2)
AddUnitClass(IMP, "all_inf_recon_twilek",20,25)
AddUnitClass(IMP, "jed_master_02",20,25)
-- Please ignore this it's just a reminder of the unit.
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:AMC\\AMC.lvl", "AMC_eli")
SetDenseEnvironment("false")
-- Sound Stats
ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")
SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end", 2,1)
SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
SetAttackingTeam(ATT)
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Mos Eisley Hero Deathmatch (uses Space Assault rules)
-- First team to reach 100 kills wins
--
ALL = 1
IMP = 2
-- These variables do not change
ATT = 1
DEF = 2
ScriptCB_DoFile("ObjectiveConquest")
ScriptCB_DoFile("setup_teams")
ScriptCB_DoFile("MultiObjectiveContainer")
ScriptCB_DoFile("ObjectiveGoto")
ScriptCB_SetGameRules("Campaign")
--ADD THIS AFTER THE ScriptCB_DoFile SECTION
count = 0
--END
---------------------------------------------------------------------------
-- ScriptPostLoad
---------------------------------------------------------------------------
function ScriptPostLoad()
SetAIDifficulty(0, 2, "hard")
AllowAISpawn(ATT, false)
AllowAISpawn(DEF, false)
EnableSPScriptedHeroes()
ScriptCB_SetGameRules("campaign")
onfirstspawn = OnCharacterSpawn(
function(character)
if character == 0 then
ShowPopup("level.geo1.hints.hints")
ReleaseCharacterSpawn(onfirstspawn)
onfirstspawn = nil
BeginObjectivesTimer()
ScriptCB_EnableCommandPostVO(0)
end
end)
--objective :goto the cantina
Objective1 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.AMC.campaign.objectives.1popup", popupText = "level.AMC.campaign.objectives.1",
regionName = "cantinaregion", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective1:AddHint("level.AMC.hints.movement")
Objective1:AddHint("level.AMC.hints.obj_markers")
Objective1:AddHint("level.AMC.hints.review_objectives")
Objective1:AddHint("level.AMC.hints.sprint")
Objective1.OnStart = function(self)
att_obj1_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj1_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective1.OnComplete = function(self)
DeleteAIGoal(att_obj1_aigoal)
DeleteAIGoal(def_obj1_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective: assault on the republic soldiers
Objective2= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.AMC.campaign.objectives.2popup", popupText = "level.AMC.campaign.objectives.2"}
Dclass = TargetType:New{classname = "rvs_inf_rbasic", killLimit = 5}
Objective2:AddTarget(Dclass)
Objective2.OnStart = function(self)
Objective2.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "rvs_inf_rbasic")
Objective2.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "rvs_inf_rbasic")
end
Objective2.OnComplete = function(self)
DeleteAIGoal(Objective2.Dclass_cpGoal1)
DeleteAIGoal(Objective2.Dclass_cpGoal2)
end
--objective :goto groshik again for task
Objective3 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.ABC.campaign.objectives.3popup", popupText = "level.AMC.campaign.objectives.3",
regionName = "cantinaregion", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective3:AddHint("level.geo1.hints.movement")
Objective3:AddHint("level.geo1.hints.obj_markers")
Objective3:AddHint("level.geo1.hints.review_objectives")
Objective3:AddHint("level.geo1.hints.sprint")
Objective3.OnStart = function(self)
att_obj3_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj3_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("tat2_bldg_cantina", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)
end
Objective3.OnComplete = function(self)
DeleteAIGoal(att_obj3_aigoal)
DeleteAIGoal(def_obj3_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("tat2_bldg_cantina")
end
--objective :goto speak to Neimoidian groshik
Objective4 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "'level.ABC.campaign.objectives.4popup", popupText = "level.ABC.campaign.objectives.4",
regionName = "groshik", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective4:AddHint("level.AMC.hints.movement")
Objective4:AddHint("level.AMC.hints.obj_markers")
Objective4:AddHint("level.AMC.hints.review_objectives")
Objective4:AddHint("level.AMC.hints.sprint")
Objective4.OnStart = function(self)
att_obj4_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj4_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective4.OnComplete = function(self)
DeleteAIGoal(att_obj4_aigoal)
DeleteAIGoal(def_obj4_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective: assault, kill the bloody jedi
Objective5= ObjectiveAssault:New{teamATT = ATT, teamDEF = DEF,
text = "level.ABC.campaign.objectives.5popup", popupText = "level.ABC.campaign.objectives.5"}
Dclass = TargetType:New{classname = "jed_master_02", killLimit = 1}
Objective5:AddTarget(Dclass)
Objective5.OnStart = function(self)
Objective5.Dclass_cpGoal1 = AddAIGoal(ATT, "Defend", 100, "jed_master_02")
Objective5.Dclass_cpGoal2 = AddAIGoal(DEF, "Defend", 100, "jed_master_02")
end
Objective5.OnComplete = function(self)
DeleteAIGoal(Objective5.Dclass_cpGoal1)
DeleteAIGoal(Objective5.Dclass_cpGoal2)
end
--objective :goto back to the Neimoidian groshik for some transport out of this hell hole
Objective6 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.ABC.campaign.objectives.6popup", popupText = "level.ABC.campaign.objectives.6 ",
regionName = "groshik", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective6:AddHint("level.AMC.hints.movement")
Objective6:AddHint("level.AMC.hints.obj_markers")
Objective6:AddHint("level.AMC.hints.review_objectives")
Objective6:AddHint("level.AMC.hints.sprint")
Objective6.OnStart = function(self)
att_obj6_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj6_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
end
Objective6.OnComplete = function(self)
DeleteAIGoal(att_obj6_aigoal)
DeleteAIGoal(def_obj6_aigoal)
ShowMessageText("game.objectives.complete", ATT)
end
--objective :goto last place, the docking bay
Objective7 = ObjectiveGoto:New{TeamATT = ATT, TeamDEF = DEF,
text = "level.ABC.campaign.objectives.7popup", popupText = "level.ABC.campaign.objectives.7",
regionName = "leaveregion", mapIcon = "hud_objective_icon_circle", AIGoalWeight = 0}
Objective7:AddHint("level.AMC.hints.movement")
Objective7:AddHint("level.AMC.hints.obj_markers")
Objective7:AddHint("level.AMC.hints.review_objectives")
Objective7:AddHint("level.AMC.hints.sprint")
Objective7.OnStart = function(self)
att_obj7_aigoal = AddAIGoal(ATT, "Deathmatch", 100)
def_obj7_aigoal = AddAIGoal(DEF, "Deathmatch", 100)
MapAddEntityMarker("tat2_bldg_dockingbay_01", "hud_objective_icon_circle", 3.0, 1, "YELLOW", true)
end
Objective7.OnComplete = function(self)
DeleteAIGoal(att_obj7_aigoal)
DeleteAIGoal(def_obj7_aigoal)
ShowMessageText("game.objectives.complete", ATT)
MapRemoveEntityMarker("tat2_bldg_dockingbay_01")
end
function BeginObjectivesTimer()
beginobjectivestimer = CreateTimer("beginobjectivestimer")
OnTimerElapse(BeginObjectives, beginobjectivestimer)
SetTimerValue(beginobjectivestimer, 2)
StartTimer(beginobjectivestimer)
end
function BeginObjectives()
objectiveSequence = MultiObjectiveContainer:New{delayVictoryTime = 2}
objectiveSequence:AddObjectiveSet(Objective1)
objectiveSequence:AddObjectiveSet(Objective2)
objectiveSequence:AddObjectiveSet(Objective3)
objectiveSequence:AddObjectiveSet(Objective4)
objectiveSequence:Start()
end
--This defines the CPs. These need to happen first
cp2 = CommandPost:New{name = "cp2"}
cp4 = CommandPost:New{name = "cp4"}
--This sets up the actual objective. This needs to happen after cp's are defined
conquest = ObjectiveConquest:New{teamATT = ATT, teamDEF = DEF,
textATT = "game.modes.con",
textDEF = "game.modes.con2",
multiplayerRules = true}
-- ADD THIS IN THE ScriptPostLoad SECTION
OnObjectDamage(
function(object, damager)
if GetObjectHealth(object) > 900000 then return end
if GetObjectLastHitWeaponClass(object) == "com_weap_inf_stasis" then
FreezeFor(object,2)
end
end
)
--END
SetClassProperty ("bane_inf_bane","MaxHealth",8000)
SetClassProperty ("all_inf_recon_twilek", "PointsToUnlock", 0)
--This adds the CPs to the objective. This needs to happen after the objective is set up
conquest:AddCommandPost(cp2)
conquest:AddCommandPost(cp4)
--ADD THIS AFTER THE ScriptPostLoad SECTION
function FreezeFor(object, timercount)
--Freeze
print("--Freeze")
count = count + 1
health = GetObjectHealth(object)
SetProperty(object, "CurHealth", 1000000)
DeactivateObject(object)
-- Wait for timercount
print("-- Wait for timercount")
CreateTimer("timer" .. count)
SetTimerValue("timer" .. count, timercount)
StartTimer("timer" .. count)
OnTimerElapse(
function(timer)
--Unfreeze
print("--Unfreeze")
ActivateObject(object)
SetProperty(object, "CurHealth", (GetObjectHealth(object) - 1000000) + health)
end,
"timer" .. count
)
DestroyTimer("timer" .. count)
end
--END
conquest:Start()
EnableSPHeroRules()
end
---------------------------------------------------------------------------
-- ScriptInit
---------------------------------------------------------------------------
function ScriptInit()
SetMemoryPoolSize ("SoldierAnimation",1700) -- should be number in log x 1.5 rounded to the nearest hundred.
SetMemoryPoolSize ("ClothData",20)
SetMemoryPoolSize ("Combo",70) -- should be ~ 2x number of jedi classes
SetMemoryPoolSize ("Combo::State",850) -- should be ~12x #Combo
SetMemoryPoolSize ("Combo::Transition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Condition",850) -- should be a bit bigger than #Combo::State
SetMemoryPoolSize ("Combo::Attack",750) -- should be ~8-12x #Combo
SetMemoryPoolSize ("Combo::DamageSample",8000) -- should be ~8-12x #Combo::Attack
SetMemoryPoolSize ("Combo::Deflect",140) -- should be ~1x #combo -- should be ~1x #combo
ReadDataFile("ingame.lvl")
ForceHumansOntoTeam1()
SetMaxFlyHeight(100)
SetMaxPlayerFlyHeight(100)
ReadDataFile("sound\\dea.lvl;dea1gcw")
ReadDataFile("SIDE\\BFX\\all.lvl",
"all_inf_recon_twilek")
ReadDataFile("dc:SIDE\\jed.lvl",
"jed_master_02",
"jed_knight_03")
ReadDataFile("dc:SIDE\\rvs.lvl",
"rvs_inf_rbasic",
"rvs_inf_sbasic",
"rvs_inf_rheavy",
"rvs_inf_sheavy",
"rvs_inf_rmelee",
"rvs_inf_smelee",
"rvs_inf_rsupport",
"rvs_inf_ssupport",
"rvs_inf_rstealth",
"rvs_inf_sstealth",
"kor_knight_02",
"kor_inf_K")
ReadDataFile("dc:SIDE\\fal.lvl",
"rep_fly_ebonhawk")
ReadDataFile("dc:SIDE\\rep.lvl",
"rep_inf_ep2_rifleman")
ReadDataFile("dc:SIDE\\cis.lvl",
"bane_inf_bane")
--[[ Turrets disabled
ReadDataFile("SIDE\\tur.lvl",
"tur_bldg_chaingun_roof",
"tur_weap_built_gunturret")
SetMemoryPoolSize("MountedTurret", 15)
--]]
--ReadDataFile("SIDE\\snw.lvl", "snw_inf_wampa")
SetupTeams{
hero = {
team = ALL,
units = 2,
reinforcements = 5,
soldier = { "bane_inf_bane",1,2},
},
}
SetupTeams{
villain = {
team = IMP,
units = 30,
reinforcements = -1,
soldier = { "rvs_inf_rbasic",5,6},
assault = { "rvs_inf_rheavy",5,6},
engineer= { "rvs_inf_rmelee",2,3},
sniper = { "rvs_inf_rsupport",3,5},
officer = { "rvs_inf_rstealth",1,2},
},
}
AddUnitClass(IMP, "jed_knight_03",30,51)
AddUnitClass(IMP, "rep_inf_ep2_rifleman",1,2)
AddUnitClass(IMP, "all_inf_recon_twilek",20,25)
AddUnitClass(IMP, "jed_master_02",20,25)
-- Please ignore this it's just a reminder of the unit.
-- Level Stats
ClearWalkers()
AddWalkerType(0, 0) -- special -> droidekas
AddWalkerType(1, 0) -- 1x2 (1 pair of legs)
AddWalkerType(2, 0) -- 2x2 (2 pairs of legs)
AddWalkerType(3, 0) -- 3x2 (3 pairs of legs)
local weaponCnt = 96
SetMemoryPoolSize("Aimer", 1)
SetMemoryPoolSize("AmmoCounter", weaponCnt)
SetMemoryPoolSize("BaseHint", 320)
SetMemoryPoolSize("ConnectivityGraphFollower", 23)
SetMemoryPoolSize("EnergyBar", weaponCnt)
SetMemoryPoolSize("EntityCloth",41)
SetMemoryPoolSize("EntityDefenseGridTurret", 0)
SetMemoryPoolSize("EntityDroid", 0)
SetMemoryPoolSize("EntityFlyer", 5) -- to account for 5 chewbaccas
SetMemoryPoolSize("EntityLight", 80, 80) -- stupid trickery to actually set lights to 80
SetMemoryPoolSize("EntityPortableTurret", 0) -- nobody has autoturrets AFAIK - MZ
SetMemoryPoolSize("EntitySoundStream", 2)
SetMemoryPoolSize("EntitySoundStatic", 45)
SetMemoryPoolSize("FLEffectObject::OffsetMatrix", 120)
SetMemoryPoolSize("MountedTurret", 0)
SetMemoryPoolSize("Navigator", 23)
SetMemoryPoolSize("Obstacle", 667)
SetMemoryPoolSize("Ordnance", 80) -- not much ordnance going on in the level
SetMemoryPoolSize("ParticleEmitter", 512)
SetMemoryPoolSize("ParticleEmitterInfoData", 512)
SetMemoryPoolSize("PathFollower", 23)
SetMemoryPoolSize("PathNode", 128)
SetMemoryPoolSize("ShieldEffect", 0)
SetMemoryPoolSize("TentacleSimulator", 24)
SetMemoryPoolSize("TreeGridStack", 290)
SetMemoryPoolSize("UnitAgent", 23)
SetMemoryPoolSize("UnitController", 23)
SetMemoryPoolSize("Weapon", weaponCnt)
SetSpawnDelay(10.0, 0.25)
ReadDataFile("dc:AMC\\AMC.lvl", "AMC_eli")
SetDenseEnvironment("false")
-- Sound Stats
ScriptCB_EnableHeroMusic(0)
ScriptCB_EnableHeroVO(0)
voiceSlow = OpenAudioStream("sound\\global.lvl", "all_unit_vo_slow")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_slow", voiceSlow)
AudioStreamAppendSegments("sound\\global.lvl", "global_vo_slow", voiceSlow)
voiceQuick = OpenAudioStream("sound\\global.lvl", "all_unit_vo_quick")
AudioStreamAppendSegments("sound\\global.lvl", "imp_unit_vo_quick", voiceQuick)
OpenAudioStream("sound\\global.lvl", "gcw_music")
OpenAudioStream("sound\\tat.lvl", "tat2")
OpenAudioStream("sound\\tat.lvl", "tat2")
-- OpenAudioStream("sound\\global.lvl", "global_vo_quick")
-- OpenAudioStream("sound\\global.lvl", "global_vo_slow")
SetBleedingVoiceOver(ALL, ALL, "all_off_com_report_us_overwhelmed", 1)
SetBleedingVoiceOver(ALL, IMP, "all_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, ALL, "imp_off_com_report_enemy_losing", 1)
SetBleedingVoiceOver(IMP, IMP, "imp_off_com_report_us_overwhelmed", 1)
SetLowReinforcementsVoiceOver(ALL, ALL, "all_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(ALL, IMP, "all_off_victory_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, IMP, "imp_off_defeat_im", .1, 1)
SetLowReinforcementsVoiceOver(IMP, ALL, "imp_off_victory_im", .1, 1)
SetOutOfBoundsVoiceOver(1, "Allleaving")
SetOutOfBoundsVoiceOver(2, "Impleaving")
SetAmbientMusic(ALL, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(ALL, 0.9, "all_tat_amb_middle", 1,1)
-- SetAmbientMusic(ALL, 0.1, "all_tat_amb_end", 2,1)
SetAmbientMusic(IMP, 1.0, "gen_amb_celebDeathmatch", 0,1)
-- SetAmbientMusic(IMP, 0.9, "imp_tat_amb_middle", 1,1)
-- SetAmbientMusic(IMP, 0.1, "imp_tat_amb_end", 2,1)
SetVictoryMusic(ALL, "all_tat_amb_victory")
SetDefeatMusic (ALL, "all_tat_amb_defeat")
SetVictoryMusic(IMP, "imp_tat_amb_victory")
SetDefeatMusic (IMP, "imp_tat_amb_defeat")
SetSoundEffect("ScopeDisplayZoomIn", "binocularzoomin")
SetSoundEffect("ScopeDisplayZoomOut", "binocularzoomout")
--SetSoundEffect("WeaponUnableSelect", "com_weap_inf_weaponchange_null")
--SetSoundEffect("WeaponModeUnableSelect", "com_weap_inf_modechange_null")
SetSoundEffect("SpawnDisplayUnitChange", "shell_select_unit")
SetSoundEffect("SpawnDisplayUnitAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplaySpawnPointChange", "shell_select_change")
SetSoundEffect("SpawnDisplaySpawnPointAccept", "shell_menu_enter")
SetSoundEffect("SpawnDisplayBack", "shell_menu_exit")
SetAttackingTeam(ATT)
-- Camera Stats
--Tat2 Mos Eisley
AddCameraShot(0.974338, -0.222180, 0.035172, 0.008020, -82.664650, 23.668301, 43.955681);
AddCameraShot(0.390197, -0.089729, -0.893040, -0.205362, 23.563562, 12.914885, -101.465561);
AddCameraShot(0.169759, 0.002225, -0.985398, 0.012916, 126.972809, 4.039628, -22.020613);
AddCameraShot(0.677453, -0.041535, 0.733016, 0.044942, 97.517807, 4.039628, 36.853477);
AddCameraShot(0.866029, -0.156506, 0.467299, 0.084449, 7.685640, 7.130688, -10.895234);
end
Thanks, please help me!